First of all, all these sqs scripts are some basic examples with internal parameters to finally execute
mando_missileattacker.sqf, so all of them are to be used by automatic missile launchers (not played controlled). You can always execute directly mando_missileattacker.sqf passing all the required parameters, and, of course, you may create your own personalized "attackers" (like these sqs examples, but dont place them into mando_missiles\units\attackers, just create your own folder in your mission folder for your personalized launchers to avoid overwrites with newer versions of mando missile). Basically all these sqs define the
missile parameters for the desired launcher. The best way to test all the exiting parameters is to play with them in
mando_missile_lab.Sara mission, which incorporates a dialog from where you can set any parameter and test the missiles.
mando_aim120_fighter.sqs: powerful warhead, active range of 3km and fired in inertial mode (updating target position every 2 seconds). Fairly agile and maneuverable.
mando_asroc.sqs: This missile is fired in parabolic trajectory, at its top it detonates and spawns another "missile", which is, infact, a torpedo descending in chute, once in water the torpedo is activated and tracks the final target (ship or sub). You can see it
here and
here.
mando_basicag_unit.sqs: Basic example of long range AG missile, quite powerful warhead but low maneuverability.
mando_basicsam_unit.sqs: Similar to the aim120, but a bit better acceleration, shorter range and less maneuverable.
mando_basicsam_unit2.sqs: A crappy missile, it is there to scare you but not to kill you.
mando_basic_fighter.sqs: averagely good and deadly short range missile. You may use it for planes.
mando_harpoon.sqs: SSM missile, it is fired in inertial mode, then it goes down and is able to follow the terrain at the indicated cruise altitude.
See it in action. This is set as "detectable", so mando antimissile units can locate and intercept it.
mando_hawk.sqs: Powerful, but not quite maneuverable missile (SAM), its refresh time is long (6 secs) till it is quite close to the target (2.5km). It is not quite fast at all.
mando_javelin.sqs: A javelin.
mando_lgb.sqs: LGB bomb
mando_patriot.sqs: Poweful warhead, long range and good antimissile capability
mando_s300.sqs: Similar to the patriot, but not so good acceleration.
mando_scud.sqs: Scud missile, do use against target too close to the firing unit. It has its particular firing-effect script for smoke effects at launch time as well as shock wave affecting all the soldiers too close to the firing position (they are pushed violently away of the firing placement). This missile goes quite high before diving for the target, it has the most powerful warhead and, like the harpoon, it is detectable and interceptable.
See them in action intercepted by Patriots.
mando_seasparrow.sqs: Fleet defense, good antimilise choice.
mando_sa2.sqs: Slow, not too maneuverable but powerful missile.
Sa2 site with 3 launcher and a centralized radarmando_torm1.sqs: torm1 SAM testing platform,
example in action.
Remember that you can create your own ones with your own missile parameters, you may create also your own warhead scripts, your own smoketrail scripts and your own special effects scripts for launch.
The delay between radar lock on and missile fired is the time elapsed between radar lockin on you (not just detecting you, but selecting you as a target) and missile in air tracking you. This will change a bit in 2.35, as the missile warning will be there ONLY once the missile switches to active mode, so in some cases, when the missile already is closer than 3km and heading for the vitim for the final kill.
The automatic launchers may use the knowsabout level or not, if minimum knows about is set to 0, then the automatic launcher will fire at you as soon as the target is in range and there are no physical obstacles between the target and the firing unit, unless the firing unit works in "REMOTE" mode, in this case the target is provided by a third unit (a radar station, a
sonobuoy, etc) and there is no line of sight checking.